Diferencia entre revisiones de «Portal:Bibliografía»

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* Web 2.0, Wikipedia.org, http://en.wikipedia.org/wiki/Web_2.0
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* ¿Qué es la web 2.0? http://sociedaddelainformacion.telefonica.es/jsp/articulos/detalle.jsp?elem=2146
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* Digital Youth Research. Kid’s Informal learning with digital Media http://digitalyouth.ischool.berkeley.edu 
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* MacArthur Foundation http://www.macfound.org/site/c.lkLXJ8MQKrH/b.946881/k.380D/Domestic_Grantmaking__Education.htm
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** Projecte: Digital Media and Learning http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029199/k.BFC9/Home.htm
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** The Mit Press – MacArthur. Llibres a text complert: Series on Digital Media and Learning http://mitpress.mit.edu/catalog/browse/browse.asp?btype=6&serid=170
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** PODCAST: How is digital media changing kids and learning? Cambridge, MA, December 12, 2007 (time: 1:33:59) http://www.macfound.org/site/c.lkLXJ8MQKrH/b.3750815/
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* Rheingold, H. Multitudes inteligentes. La próxima revolución social (Smart Mobs). Barcelona: Gedisa, 2004.
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** Smart Mobs: http://www.smartmobs.com/
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** Twitter: rheingold
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** http://www.rheingold.com/
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** Social Media classroom Project http://www.eu.socialtext.net/socialmediaberkeley/index.cgi?syllabus
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** Participatory Media Literacy https://www.eu.socialtext.net/medialiteracy/index.cgi
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** “What Would Herman Melville Say to Soulja Boy?: Remix Culture and the New Media”. 2008 NMC Summer Conference at Princeton University. Sparking innovative learning & creativity. '''Video'''[http://msite.sonicfoundry.com/msite/Catalog/?cid=1189669a-4e26-49ae-aa2e-a1c574aba01c]
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* Constance Steinkuehler, University of Wisconsin-Madison, USA.
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** Massively Multiplayer Online Games as an Educational Ethnology: An Outline for Research http://www.gamasutra.com/php-bin/news_index.php?story=16264
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** Virtual worlds, learning and the new cosmopolitan http://www.academic-conferences.org/pdfs/ecgbl07-keynote_steinkuehler.pdf
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** Web personal: http://www.constances.org i http://www.popcosmo.org
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* Marc Prensky
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** Prensky, M. Digital Game-Based Learning. Nova York: Parangon House, 2007.
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** Digital Natives, Digital Immigrants (I) http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
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** Digital Natives, Digital Immigrants (II) http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part2.pdf
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* Digial Natives
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** Twitter: digitalnatives
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** Wiki: http://www.digitalnative.org/Main_Page
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** blog: http://blogs.law.harvard.edu/digitalnatives/
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** Growing up Digital, John Seely Brown http://journalism.berkeley.edu/conf/conference2003/present/brown-paper.pdf
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* Janet Murray (1999). Hamlet en la holocubierta. El futuro de la narrativa en el ciberespacio (pàg. 155-157). Barcelona: Paidós
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* Gee, J. P. Lo que nos enseñan los videojuegos sobre el aprendizaje y el alfabetismo. Granada: Ediciones Aljibe, 2004.
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* Taylor, T.L. Exploring Online Game Culture. London: The Mit Press, 2006.
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* Alan Fine, G. Sharing Fantasy. Role-playing Games as Social worlds. Chicago: The University of Chicago Press, 2002.
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* ADESE. Estudio de hábitos y usos de los videojuegos. Madrid: Asociación Española de Distribuidores y Editores de Software de Entretenimiento, 2005.[http://www.adese.es]
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* Buckingham, D. (2002) Crecer En La Era De Los Medios Electrónicos. A Coruña-Madrid: Fundación Paideia Y Ediciones Morata. (V.O: 2000)
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* Buckingham, D. “Is there a digital generation?” A: Buckingham, D. ; Willett, R. Digial generations. London: Lawrence Erlbaum Associates, 2006.
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* Campbell, R. (2006). Teenage girls and cellular phones: Discourses of independence, safety and 'rebellion'. Journal of Youth Studies, 9(2), 195-212. 
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* Castellana, M; Sanchez, X; Beranuy, M; Chamarro, A; Graner, C. (Universitat Ramón Llull) Les noves adiccions en l’adolescència: Internet, mòbil i videojocs.
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* Castells, M. (2003) L’era de la Informació: Economia, Societat i Cultura. El poder de la identitat. Vol II. Barcelona: UOC.
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* Castells, M.; Flecha, R.; Freire, P.; Giroux, H.; Macedo, D.; Willis, P. (1994) Nuevas Perspectivas Críticas En Educación. Barcelona: Paidós Educación.
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* Castells, M.; Tubella, I.; Sancho, Díaz de la Isla, I. ; Wellman, B. La societat Xarxa a Catalunya. Barcelona: Editorial UOC, 2003.
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* Castells, M.; Tubella, I.; Sancho, T.; Roca, M. La Transición a la Sociedad Red. Barcelona: Ariel, 2007.
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* Egenfeldt-Nielsen, S. ; Heide, J. ; Pajares, S.  Understanding video games : the essential introduction. New York: Routledge, 2008.
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* Gil, A; Feliu, J; Rivero, R; Gil, EP. Noves tecnologies de la informació i la comunicació o noves tecnologies de relació? Infants, joves i cultura digital. 2003 FUOC.
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* Goggin, G. Cell Phone Culture. Mobile Technology in everyday life. New York: Routledge, 2006.
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* Gordo, A. J. Jóvenes y cultura messenger. INJUVE, 2006.
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* Herz, J. C. Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Boston : Little, Brown, and Co., 1997.
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* Lenhart, A., Madden, M., & Hitlin, P. (2005). Teens and technology. Youth are leading the transition to a fully wired and mobile nation. Washington, DC: Pew Internet & American Life Project.
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* Livingstone, S. Young People and New media report. http://www.lse.ac.uk/collections/media@lse/whosWho/soniaLivingstonePublications3.htm
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* Maczewski, M. Youth as nexus: A networked perspective. Understanding how information and communication technologies matter to youth. Unpublished PhD dissertation, University of Victoria, BC, Canada, 2007.
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* Martínez, R; et al;. Cultura i joves. Anàlisi de l’Enquesta de consum i pràctiques culturals de Catalunya, 2005.
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* McMillan, S. J., & Morrison, M. (2006). Coming of age with the internet: A qualitative exploration of how the internet has become an integral part of young people's lives.
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* Mominó, J. M. ; Sigalés, C. ; Meneses, J. La escuela en la sociedad red. Internet en la educación primaria y secundaria. Barcelona: Ariel, 2008.
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* Prensky, M. “Digital Natives, Digital Immigrants”. On the horizon, NCB University Press, Vol.9 Octubre 2001.
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* Prensky, M. Digital game-based learning New York: McGraw-Hill, 2001.
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* Turkle, S. (1995). Life on the screen. New York: Simon and Schuster.
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* Vallkerdine, V. Children, gender, video games. Towards a Relational Approach to Multimedia. New York: Palgrave, 2007.
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* Allen, L.E., Allen, R.W., and Miller, J.C. (1966). Programmed games and the learning of problem solving skills: The WIFF’N PROOF example. The Journal of Educational Research,55, 22-25.
 
* Allen, L.E., Allen, R.W., and Miller, J.C. (1966). Programmed games and the learning of problem solving skills: The WIFF’N PROOF example. The Journal of Educational Research,55, 22-25.
 
* Au, J.W. (2001). A Spector haunts gaming: Inside the mind of Deus Ex designer Warren Spector. GameSlice. Last retrieved 3 November 2003 from http://www.gameslice.com/features/spector/index.shtml
 
* Au, J.W. (2001). A Spector haunts gaming: Inside the mind of Deus Ex designer Warren Spector. GameSlice. Last retrieved 3 November 2003 from http://www.gameslice.com/features/spector/index.shtml

Revisión de 07:07 7 jul 2008








  • Janet Murray (1999). Hamlet en la holocubierta. El futuro de la narrativa en el ciberespacio (pàg. 155-157). Barcelona: Paidós
  • Gee, J. P. Lo que nos enseñan los videojuegos sobre el aprendizaje y el alfabetismo. Granada: Ediciones Aljibe, 2004.
  • Taylor, T.L. Exploring Online Game Culture. London: The Mit Press, 2006.
  • Alan Fine, G. Sharing Fantasy. Role-playing Games as Social worlds. Chicago: The University of Chicago Press, 2002.
  • ADESE. Estudio de hábitos y usos de los videojuegos. Madrid: Asociación Española de Distribuidores y Editores de Software de Entretenimiento, 2005.[2]
  • Buckingham, D. (2002) Crecer En La Era De Los Medios Electrónicos. A Coruña-Madrid: Fundación Paideia Y Ediciones Morata. (V.O: 2000)
  • Buckingham, D. “Is there a digital generation?” A: Buckingham, D. ; Willett, R. Digial generations. London: Lawrence Erlbaum Associates, 2006.
  • Campbell, R. (2006). Teenage girls and cellular phones: Discourses of independence, safety and 'rebellion'. Journal of Youth Studies, 9(2), 195-212.
  • Castellana, M; Sanchez, X; Beranuy, M; Chamarro, A; Graner, C. (Universitat Ramón Llull) Les noves adiccions en l’adolescència: Internet, mòbil i videojocs.
  • Castells, M. (2003) L’era de la Informació: Economia, Societat i Cultura. El poder de la identitat. Vol II. Barcelona: UOC.
  • Castells, M.; Flecha, R.; Freire, P.; Giroux, H.; Macedo, D.; Willis, P. (1994) Nuevas Perspectivas Críticas En Educación. Barcelona: Paidós Educación.
  • Castells, M.; Tubella, I.; Sancho, Díaz de la Isla, I. ; Wellman, B. La societat Xarxa a Catalunya. Barcelona: Editorial UOC, 2003.
  • Castells, M.; Tubella, I.; Sancho, T.; Roca, M. La Transición a la Sociedad Red. Barcelona: Ariel, 2007.
  • Egenfeldt-Nielsen, S. ; Heide, J. ; Pajares, S. Understanding video games : the essential introduction. New York: Routledge, 2008.
  • Gil, A; Feliu, J; Rivero, R; Gil, EP. Noves tecnologies de la informació i la comunicació o noves tecnologies de relació? Infants, joves i cultura digital. 2003 FUOC.
  • Goggin, G. Cell Phone Culture. Mobile Technology in everyday life. New York: Routledge, 2006.
  • Gordo, A. J. Jóvenes y cultura messenger. INJUVE, 2006.
  • Herz, J. C. Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Boston : Little, Brown, and Co., 1997.
  • Lenhart, A., Madden, M., & Hitlin, P. (2005). Teens and technology. Youth are leading the transition to a fully wired and mobile nation. Washington, DC: Pew Internet & American Life Project.
  • Livingstone, S. Young People and New media report. http://www.lse.ac.uk/collections/media@lse/whosWho/soniaLivingstonePublications3.htm
  • Maczewski, M. Youth as nexus: A networked perspective. Understanding how information and communication technologies matter to youth. Unpublished PhD dissertation, University of Victoria, BC, Canada, 2007.
  • Martínez, R; et al;. Cultura i joves. Anàlisi de l’Enquesta de consum i pràctiques culturals de Catalunya, 2005.
  • McMillan, S. J., & Morrison, M. (2006). Coming of age with the internet: A qualitative exploration of how the internet has become an integral part of young people's lives.
  • Mominó, J. M. ; Sigalés, C. ; Meneses, J. La escuela en la sociedad red. Internet en la educación primaria y secundaria. Barcelona: Ariel, 2008.
  • Prensky, M. “Digital Natives, Digital Immigrants”. On the horizon, NCB University Press, Vol.9 Octubre 2001.
  • Prensky, M. Digital game-based learning New York: McGraw-Hill, 2001.
  • Turkle, S. (1995). Life on the screen. New York: Simon and Schuster.
  • Vallkerdine, V. Children, gender, video games. Towards a Relational Approach to Multimedia. New York: Palgrave, 2007.


  • Allen, L.E., Allen, R.W., and Miller, J.C. (1966). Programmed games and the learning of problem solving skills: The WIFF’N PROOF example. The Journal of Educational Research,55, 22-25.
  • Au, J.W. (2001). A Spector haunts gaming: Inside the mind of Deus Ex designer Warren Spector. GameSlice. Last retrieved 3 November 2003 from http://www.gameslice.com/features/spector/index.shtml
  • Baker, E.H. (1969). A comparative study of textbook and simulation approaches in teaching consumer credit to senior high school students in comparison to a conventional approach to instruction. Unpublished doctoral dissertation, University of Maryland.
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  • Barab, S. A., Hay, K. E., Barnett, M., & Squire, K. (2001). Constructing virtual worlds: Tracing the historical development of learner practices/understandings. Cognition and Instruction, 19(1), 47-94.
  • Barab, S. A., & Kirshner, D. (2001). Methodologies for capturing learner practices occurring as part of dynamic learning environments. The Journal of The Learning Sciences, 10(1&2), 5-15.
  • Barab, S. A., Cherkes-Julkowski, M., Swenson, R., Garrett. S., Shaw, R. E., & Young, M. (1999). Principles of self-organization: Ecologizing the learner-facilitator system. The Journal of the Learning Sciences, 8(3&4), 349-390.
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